Hey Carson, how are we dealing with magic items? Can multiple armies in the alliance have dispel scrolls and the like or are we treating each side as a whole army for those purposes? The same question for race-specific items and rune items as well since it looks like we'll have 2 empire, wood elf and dwarf armies.

I have scanned the pages but either missed it or did not notice it but has a date been set for this yet?What is the limits for each side (players), If there is still room on the ever growing good side you can put me down for it, with the High Elves

Carson wrote:Ok, so Oct.30 is confirmed....be at the den for opening which is 10:30.

Right now we have 7 players per side which are.....

Good Alliance

Nathan R.AndreDomZackJeremyJoeDarren

Evil Alliance

PaulWadeNathan ADonBobGeoffCarson

There is still room for players to sign up but I'd like to limit the players to 10 per side.

What I want to have happen now is for the players in each alliance to vote for alliance overall general. Each overall general or "marshal" will be tasked with doleing out or keeping the set units presented by Bob and myself, overall co-ordination of tactics and strategy, etc. ect. Bob and myself are not elegible for the vote as we will have to keep it organizes and running smoothly and for rules disputes and such.

Each player will bring a 1500pts army following all the rulebook guidelines. The preset units are to be pooled from our clubs resources of models. Example.....I can provide Empire models for the good alliance.

Also.....as we are show casing the game as well as playing for fun and masters points lets try to bring as many painted figs to this as possible.

As to the board set-up, further rules, victory conditions etc.......you'll find out when you get to the den!!!!.......but just keep in mind when your picking your forces.....get together, discuss what you need......The Evil Alliance will be attacking a ruined fortress defended by the Good Alliance. ******4 of the Good Alliance players will have to enter the game turn 1 as a relieving force, leaving 3 to defend the ruins.....and you'll WANT to defend the ruins.

Sounds Unclear....perfect. Fog of war baby!!!!

So once each marshal is picked, we'll set up a seperate thread for each side to discuss army lists and tactics.

Joe - I would imagine we will be using the alliance rules from the book? In there each army can have a bsb and if it is a trusted alliance then units of the same race can use each other's Battle Standard. Unless we pick up some Ogre mercenaries I think we qualify for a trusted alliance so if either you or Paul bring a BSB I think you can both use it.

Ok, Nathan has summed it up. I'm trying to run this as much as possible right out of the rulebook.

I'll put Brent down for the good alliance, Eric for the evil side, and yes Paul will be on the good side according to Wade.

So for players we have

Good Alliance

Nathan R.AndreDomZackJeremyJoeDarrenPaulBrent

Evil alliance

WadeNathan ADonBobGeoffCarsonEric

Unless someone else signs in we need someone from the good alliance to switch up to even things out. We'll wait for a bit and see what shakes out.

For the good alliance I can supply.........1.Chancellor Gothberg on griffon, 2. the 20 handgunners, engineer, 2 cannons, 1 mortar, and 1 helblaster of the 3rd artillery regiment, 3. 19 of the 25 knights for the crusading knightly regiment.

For the evil side I can supply 1. the soulcrushers ( Bob has the seige tower ready to roll), 2. Lord lucifix, 3. 6 of the reapers knights

[quote="squalie"]I have all the Khorne Daemons. You boys must be able to pool together 50 Warriors and 15 Knights? **edit** Actually, I'll try to have 50 painted Warriors by then.

I don't know if me being general is a good idea. I'll get waaaaay to into it and somebody might catch a dice in the eye!

No retreat, no surrender...accept all challenges. I'd sure hate to be a good guy on Oct 30, as we DO NOT take prisoners!!!

I think you will be a great evil general. Traditionally there is only 1 way to be replaced and it involves a fight to the death. If your team mates don't like your leadership during the game they will just take you out then and there, gotta play in character

Ironwoulf wrote:Carson and I discussed at length how the magic dice will work. here it is

each table is independent thus casting and disspelling affects 1 table, you cannot affect another table. your wizard, runelord, hot Dark Elf sorcoress, etc can only affect the table they are on

magic template areas will stop at the table edge unless the unit targeted is on the line between 2 tables

roll 3D6 for dice for each table, disspell will be the highest 2 of the 3. Channel as normal.

Magic items are as per normal army build

Will the dice still be capped at 12?

I actually don't see any reason to vary what's in the book. Leave it at 2d6 for power, best of the two for dispel, channelling as normal and a cap of 12.

We've gone by the book for everything else, why stop here? Sure it will reduce the impact of taking LOTS AND LOTS AND LOTS of wizards, but with channelling and casting redundancy, there's already sufficient reason to include a few. Just don't go overboard.

I think you will be a great evil general. Traditionally there is only 1 way to be replaced and it involves a fight to the death. If your team mates don't like your leadership during the game they will just take you out then and there, gotta play in character

I am willing to challenge Don by right of combat for the generalship of the Evil army. Care to put that on the line for our game Saturday morning Don?